Skip to main content
Erschienen in: TechTrends 1/2020

07.11.2019 | Original Paper

Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments

verfasst von: Cigdem Uz Bilgin, Abdulmenaf Gul

Erschienen in: TechTrends | Ausgabe 1/2020

Einloggen, um Zugang zu erhalten

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Although collaborative-learning as an instructional method has shown promising results since the 1970’s, a number of significant problems within collaborative learning environments have been encountered. These problems relate to aspects of group dynamics including group cohesion, participation, communication, collaboration, and trust. Although the literature suggests various instructional techniques to increase group cohesion and learners’ attitudes towards group learning environments, new methods and techniques should be explored in order to address and eliminate these problems. Gamification, which is the use of game elements and techniques in non-gaming environments, can be leveraged as a new method in order to increase group cohesion and group performance within collaborative learning environments. The aim of the current study is to investigate the effect of gamification (both online and face-to-face) on the attitudes of students towards group learning environments, their course, group cohesion, and their academic achievement. The study aims to promote learners’ collaboration in groups utilizing gamification elements. In this quasi-experimental design study, gamified (44 students) and traditional (48 students) groups were compared. Although no significant difference was established between the gamified and traditional groups in terms of students’ attitudes towards group learning environments and the course, the gamified group outperformed the traditional group in terms of group cohesion scores and team member evaluation scores.
Literatur
Zurück zum Zitat Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Engaging engineering students with Gamification: An empirical study. In 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE eXpress Conference Publishing. Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2013). Engaging engineering students with Gamification: An empirical study. In 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE eXpress Conference Publishing.
Zurück zum Zitat Chang, J. W., & Wei, H. Y. (2016). Exploring engaging gamification mechanics in massive online open courses. Educational Technology & Society, 19(2), 177–203. Chang, J. W., & Wei, H. Y. (2016). Exploring engaging gamification mechanics in massive online open courses. Educational Technology & Society, 19(2), 177–203.
Zurück zum Zitat Codish, D., & Ravid, G. (2014). Academic course gamification: The art of perceived playfulness. Interdisciplinary Journal of E-Learning and Learning Objects, 10, 131–151.CrossRef Codish, D., & Ravid, G. (2014). Academic course gamification: The art of perceived playfulness. Interdisciplinary Journal of E-Learning and Learning Objects, 10, 131–151.CrossRef
Zurück zum Zitat de Sousa Borges, S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. In 29th Annual ACM Symposium on Applied Computing - SAC ‘14 (Vol. 60, pp. 216–222). New York: ACM Press. https://doi.org/10.1145/2554850.2554956. de Sousa Borges, S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014). A systematic mapping on gamification applied to education. In 29th Annual ACM Symposium on Applied Computing - SAC ‘14 (Vol. 60, pp. 216–222). New York: ACM Press. https://​doi.​org/​10.​1145/​2554850.​2554956.
Zurück zum Zitat Deterding, S., Sicart, M., Nacke, L., OʼHara, K., & Dixon, D. (2011). Gamification: Using game-design elements in non- gaming contexts. In Proceedings. CHI EA ‘11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425–2428). New York: ACM. Deterding, S., Sicart, M., Nacke, L., OʼHara, K., & Dixon, D. (2011). Gamification: Using game-design elements in non- gaming contexts. In Proceedings. CHI EA ‘11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425–2428). New York: ACM.
Zurück zum Zitat Dickey, M. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55(3), 253–273.CrossRef Dickey, M. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55(3), 253–273.CrossRef
Zurück zum Zitat Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S., & Mandryk, R. L. (2011). Calibration games: making calibration tasks enjoyable by adding motivating game elements. In Proceedings, 24th Annual ACM Symposium on User Interface Software and Technology - UIST ‘11 (pp. 403–412). New York: ACM. https://doi.org/10.1145/2047196.2047248. Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S., & Mandryk, R. L. (2011). Calibration games: making calibration tasks enjoyable by adding motivating game elements. In Proceedings, 24th Annual ACM Symposium on User Interface Software and Technology - UIST ‘11 (pp. 403–412). New York: ACM. https://​doi.​org/​10.​1145/​2047196.​2047248.
Zurück zum Zitat Hakulinen, L., & Auvinen, T. (2014). The effect of gamification on students with different achievement goal orientations. In Proceedings - 2014 International Conference on Teaching and Learning in Computing and Engineering, LATICE 2014 (pp. 9–16). IEEE. https://doi.org/10.1109/LaTiCE.2014.10. Hakulinen, L., & Auvinen, T. (2014). The effect of gamification on students with different achievement goal orientations. In Proceedings - 2014 International Conference on Teaching and Learning in Computing and Engineering, LATICE 2014 (pp. 9–16). IEEE. https://​doi.​org/​10.​1109/​LaTiCE.​2014.​10.
Zurück zum Zitat Hakulinen, L., Auvinen, T., & Korhonen, A. (2013). Empirical study on the effect of achievement badges in TRAKLA2 online learning environment. In Proceedings of Learning and Teaching in Computing and Engineering (LaTiCE) Conference (pp. 47–54). IEEE. https://doi.org/10.1109/LaTiCE.2013.34. Hakulinen, L., Auvinen, T., & Korhonen, A. (2013). Empirical study on the effect of achievement badges in TRAKLA2 online learning environment. In Proceedings of Learning and Teaching in Computing and Engineering (LaTiCE) Conference (pp. 47–54). IEEE. https://​doi.​org/​10.​1109/​LaTiCE.​2013.​34.
Zurück zum Zitat Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. In R. H. Sprague, Jr. (Ed.), Proceedings of the 47th Hawaii International Conference on System Science (pp. 3025–3034). https://doi.org/10.1109/HICSS.2014.377. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? - A literature review of empirical studies on gamification. In R. H. Sprague, Jr. (Ed.), Proceedings of the 47th Hawaii International Conference on System Science (pp. 3025–3034). https://​doi.​org/​10.​1109/​HICSS.​2014.​377.
Zurück zum Zitat Hoogveld, A., & Paas, F. (2002). Exploring teachers’ instructional design practices from a systems design perspective. Instructional Science, 30(43), 291–305.CrossRef Hoogveld, A., & Paas, F. (2002). Exploring teachers’ instructional design practices from a systems design perspective. Instructional Science, 30(43), 291–305.CrossRef
Zurück zum Zitat Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Paper presented at the AAAI 19th National Conference On Artificial Intelligence (Workshop on Challenges in Game AI). San Jose, CA. Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Paper presented at the AAAI 19th National Conference On Artificial Intelligence (Workshop on Challenges in Game AI). San Jose, CA.
Zurück zum Zitat Huotari, K., & Hamari, J. (2011). "Gamification" from the perspective of service marketing. In ACM Conference on Human Factors in Computing Systems (Gamification workshop) Vancouver, Canada. Huotari, K., & Hamari, J. (2011). "Gamification" from the perspective of service marketing. In ACM Conference on Human Factors in Computing Systems (Gamification workshop) Vancouver, Canada.
Zurück zum Zitat Jackson, G. T., & McNamara, D. S. (2013). Motivation and performance in a game-based intelligent tutoring system. Journal of Educational Psychology, 105(4), 1036–1049.CrossRef Jackson, G. T., & McNamara, D. S. (2013). Motivation and performance in a game-based intelligent tutoring system. Journal of Educational Psychology, 105(4), 1036–1049.CrossRef
Zurück zum Zitat Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer. Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.
Zurück zum Zitat Knutas, A., Ikonen, J., Nikula, U., & Porras, J. (2014). Increasing collaborative communications in a programming course with gamification. In B. Rachev & A. Smrikarov (Eds.), Proceedings of the 15th international conference on computer systems and technologies - CompSysTech ‘14 (pp. 370–377). New York: ACM Press. https://doi.org/10.1145/2659532.2659620.CrossRef Knutas, A., Ikonen, J., Nikula, U., & Porras, J. (2014). Increasing collaborative communications in a programming course with gamification. In B. Rachev & A. Smrikarov (Eds.), Proceedings of the 15th international conference on computer systems and technologies - CompSysTech ‘14 (pp. 370–377). New York: ACM Press. https://​doi.​org/​10.​1145/​2659532.​2659620.CrossRef
Zurück zum Zitat Kouros C, Abrami PC (2006) How do students really feel about working in small groups? The role of student attitudes and behaviours in cooperative classroom settings. Paper presented 2006 The American Educational Research Association (AERA) Annual Meeting, April, 2006, San Fransisco, USA. Kouros C, Abrami PC (2006) How do students really feel about working in small groups? The role of student attitudes and behaviours in cooperative classroom settings. Paper presented 2006 The American Educational Research Association (AERA) Annual Meeting, April, 2006, San Fransisco, USA.
Zurück zum Zitat Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146–151. Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 146–151.
Zurück zum Zitat McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York: Penguin.
Zurück zum Zitat Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proc. 6th International Conference on Virtual Learning ICVL, Vol. 1, 323–329. Muntean, C. I. (2011). Raising engagement in e-learning through gamification. In Proc. 6th International Conference on Virtual Learning ICVL, Vol. 1, 323–329.
Zurück zum Zitat Neeli, B. K. (2012). A method to engage employees using gamification in BPO Industry. In Proceedings of the 3rd International Conference on Services in Emerging Markets (pp. 142–146). IEEE. Neeli, B. K. (2012). A method to engage employees using gamification in BPO Industry. In Proceedings of the 3rd International Conference on Services in Emerging Markets (pp. 142–146). IEEE.
Zurück zum Zitat Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. In C. Martin (Ed.), Proceedings of the games+learning+society 8.0 (pp. 223–230). Pittsburgh: Carnegie Mellon University. Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification. In C. Martin (Ed.), Proceedings of the games+learning+society 8.0 (pp. 223–230). Pittsburgh: Carnegie Mellon University.
Zurück zum Zitat Sailer, M., Hense, J., Mandl, H., & Klevers, M. (2017). Fostering development of work competencies and motivation via gamification. In M. Mulder (Ed.), Competence-based vocational and professional education. Technical and vocational education and training: Issues, concerns and prospects (pp. 795–818). Cham: Springer. https://doi.org/10.1007/978-3-319-41713-4_37.CrossRef Sailer, M., Hense, J., Mandl, H., & Klevers, M. (2017). Fostering development of work competencies and motivation via gamification. In M. Mulder (Ed.), Competence-based vocational and professional education. Technical and vocational education and training: Issues, concerns and prospects (pp. 795–818). Cham: Springer. https://​doi.​org/​10.​1007/​978-3-319-41713-4_​37.CrossRef
Zurück zum Zitat Schermerhorn, J. R., Hunt, J. G., & Osborn, R. N. (2002). Organizational behavior. New York: Wiley. Schermerhorn, J. R., Hunt, J. G., & Osborn, R. N. (2002). Organizational behavior. New York: Wiley.
Zurück zum Zitat Shernoff, D. J. (2013). Optimal learning environments to promote student engagement. New York: Springer.CrossRef Shernoff, D. J. (2013). Optimal learning environments to promote student engagement. New York: Springer.CrossRef
Zurück zum Zitat Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345–353. Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29(2), 345–353.
Zurück zum Zitat Vygotsky, L. (1978). Mind in society: The development of higher psychological process. Cambridge: Harvard University Press. Vygotsky, L. (1978). Mind in society: The development of higher psychological process. Cambridge: Harvard University Press.
Zurück zum Zitat Zichermann, G., & Cunningham, C. (2011). Gamification by design - implementing game mechanics in web and Mobile apps. Sebastopol: O’Reilly Media. Zichermann, G., & Cunningham, C. (2011). Gamification by design - implementing game mechanics in web and Mobile apps. Sebastopol: O’Reilly Media.
Metadaten
Titel
Investigating the Effectiveness of Gamification on Group Cohesion, Attitude, and Academic Achievement in Collaborative Learning Environments
verfasst von
Cigdem Uz Bilgin
Abdulmenaf Gul
Publikationsdatum
07.11.2019
Verlag
Springer US
Erschienen in
TechTrends / Ausgabe 1/2020
Print ISSN: 8756-3894
Elektronische ISSN: 1559-7075
DOI
https://doi.org/10.1007/s11528-019-00442-x

Weitere Artikel der Ausgabe 1/2020

TechTrends 1/2020 Zur Ausgabe